Enemy (Major): The character has a recurring nemesis. Platoon leader from his second tour. Now a Major on his way to Lt. Colonel. Has significant family connections and has found ways to make Somerset's difficult even from afar.

Effect: Healing removes Wounds less than an hour old. The penalty to the caster’s arcane skill roll

is the victim’s Wounds, if any (to a maximum of −3 for those who can take more than three). A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds.For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill rollreturns the ally to action (Shaken if it matters.)

MODIFIERS

GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.

Cowboy Up! [Relief] (1 ISP) [Novice]

Range: Smarts

Duration: Instant

Trapping: Eyes turn black

Effect: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.

MODIFIERS

ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Psionics (7): Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.

Training (3): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Experience (9): A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge.

MARS Fortune & Glory (CS Modified)

First Tour (11): Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.

Special Forces Tour (19): Choose Your Fate: Vigorous and Tough.
You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.

Special Forces Tour (9): Smart and Learned.
Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.

Special Forces Tour (19): Choose Your Fate: Legendary Special Forces (13). “Bloody but Unbowed” Overcoming against all odds is just another day at work for you. You have the Killer Instinct Edge. Additionally, for every wound you have, you gain a +1 on all damage rolls.